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Philippe Weier

@weiphil.bsky.social
60 followers 50 following 7 posts

PhD student at graphics.cg.uni-saarland.de working on light transport simulation. Ex rendering researcher at Weta Digital.

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Philippe Weier @weiphil.bsky.social · 16/05/2025
🚀 The source code for our #SIGGRAPH2025 paper "Practical Inverse Rendering of Textured and Translucent Appearance" is now available! 🔗 GitHub: github.com/google/pract...
github.com
GitHub - google/practical-inverse-rendering-of-textured-and-translucent-appearance: SIGGRAPH 2025 "Practical Inverse Rendering Of Textured And Translucent Appearance"
SIGGRAPH 2025 "Practical Inverse Rendering Of Textured And Translucent Appearance" - google/practical-inverse-rendering-of-textured-and-translucent-appearance
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Philippe Weier @weiphil.bsky.social · 12/05/2025
For PDF, supplemental and high-quality videos, check out the project webpage at weiphil.github.io/portfolio/pr...! Joint work with Jérémy Riviere, Ruslan Guseinov, Stephan Garbin, Philipp Slusallek, @bbernd.bsky.social, Thabo Beeler and @deliovicini.bsky.social #SIGGRAPH2025 n/n
weiphil.github.io
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Philippe Weier @weiphil.bsky.social · 12/05/2025
Finally, our methods enable high-quality facial appearance reconstruction from sparse captures. We fit parameters of standard production rendering models, producing realistic results without neural rendering. 5/n
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Philippe Weier @weiphil.bsky.social · 12/05/2025
Additionally, many real-world materials, e.g., skin, exhibit translucent appearance. We therefore also introduce an efficient differentiable rendering algorithm to recover textured, path-traced subsurface scattering parameters. 4/n
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Philippe Weier @weiphil.bsky.social · 12/05/2025
Our solution, Laplacian mipmapping, is a preconditioner combining differentiable mipmapping with a Laplacian pyramid. The benefits? Robust texture recovery while being computationally efficient, resolution-independent, and requiring minimal hyperparameter tuning. 3/n
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Philippe Weier @weiphil.bsky.social · 12/05/2025
Why is this challenging? Inverse rendering often suffers from scale mismatches, rendering noise and local minima. This prevents reliable recovery of textures, e.g., using standard Adam. In contrast, our approach achieves a more uniform and robust convergence. 2/n
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Philippe Weier @weiphil.bsky.social · 12/05/2025
Inverse rendering has become a standard tool for 3D reconstruction problems. However, recovering high-frequency appearance textures is challenging. In our SIGGRAPH 2025 paper, we propose several techniques to robustly reconstruct complex appearances (e.g., human skin). 1/n
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